﻿#region Legal

// Jimmy Zimmerman
// Team Mongoose
//
// END USER LICENSE AGREEMENT
// IMPORTANT - READ THIS CAREFULLY:  This End User License Agreement is a legal agreement
// between you (either an individual, business entity, currently active identity of an
// individual with Multiple Personality Disorder, octopus overlord, or otherworldly entity),
// and Team Mongoose, for the enclosed, components.
//
// By reading this document and/or installing this product, you agree to be bound by the
// terms of this EULA.
//
// Team Mongoose owns all copyright, trade secret, trademark, trade wars,
// patent, portent, and potential rights to these components.  Team Mongoose
// grants you the right to deploy the enclosed components.
//
// If you agree to the terms of this EULA, a license to use these components is granted to you.
//
// If you should happen to benefit from the enclosed components, then you are legally and
// contractually bound to thank us for it. Send your regards to jimmyzimms@hotmail.com.
//
// OTHER RIGHTS AND LIMITATONS
// You may not reverse-engineer, decompile, decode, disassemble, psycho-analyze, or otherwise
// attempt to find hidden meanings between the lines of this EULA; unless, of course, you should
// happen to find some, and they are funny.
//
// You may not translate this EULA or any part of the components into Ancient Sumerian.
//
// THESE COMPONENTS ARE PROVIDED “AS-IS” WITHOUT WARRANTY OF ANY KIND. ANY USE OF THE COMPONENTS
// CONTAINED IS AT YOUR OWN RISK. TEAM MONGOOSE DISCLAIM ALL WARRANTIES, EITHER
// EXPRESS OR IMPLIED, WITH RESPECT TO THE ACCURRACY AND CORRECTNESS OF THE COMPONENTS CONTAINED
// HEREIN. TEAM MONGOOSE DOES NOT WARRANT THAT THE COMPONENTS ARE FLAWLESS.
//
// REDISTRIBUTION AND USE IN SOURCE AND BINARY FORMS, WITH OR WITHOUT MODIFICATION, ARE PERMITTED
// PROVIDED THAT THE FOLLOWING CONDITIONS ARE MET:
// * REDISTRIBUTIONS OF SOURCE CODE MUST RETAIN THE ABOVE COPYRIGHT NOTICE
// * REDISTRIBUTIONS IN BINARY FORM MUST NOTE THE USE OF THE COMPONENT IN DOCUMENTATION AND/OR
//   OTHER MATERIALS PROVIDED WITH THE DISTRIBUTION.
// * NEITHER THE NAME OF TEAM MONGOOSE MAY BE USED TO ENDORES OR PROMOTE PRODUCTS
//   DERIVED FROM THIS SOFTWARE WITHOUT SPECIFIC PRIOR WRITTEN PERMISSION.
//
// IN NO EVENT SHALL TEAM MONGOOSE BE HELD LIABLE FOR INCIDENTAL, SPECIAL, INDIRECT,
// INCONSEQUENTIAL, UNBELIEVABLE, EXAGGERATED, VERBOSE, OR TYPICAL DAMAGES INCURRED WHILE USING
// THE ENCLOSED COMPONENTS.
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// OUR STUFF ALWAYS WORKS - SOMETIMES.

#endregion

using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.ObjectModel;

namespace Mongoose.Games.BfgRoster
{
    /// <summary>
    /// A custom <see cref="IList{T}"/> implementation that supports <see cref="IMutableLockingItem">manual lock sets</see>.
    /// </summary>
    /// <typeparam name="T">he type of elements in the list.</typeparam>
    public class LockableList<T> : ObservableCollection<T>, IMutableLockingItem, IList
    {
        #region Overrides
        
        protected override void ClearItems()
        {
            this.CheckLock();
            base.ClearItems();
        }

        protected override void InsertItem(int index, T item)
        {
            this.CheckLock();
            base.InsertItem(index, item);
        }

        protected override void RemoveItem(int index)
        {
            this.CheckLock();
            base.RemoveItem(index);
        }

        protected override void SetItem(int index, T item)
        {
            this.CheckLock();
            base.SetItem(index, item);
        }

        #endregion

        #region Methods

        /// <summary>
        /// Used to confirm that the current collection instance is not <see cref="IsLocked">locked</see> for modification.
        /// </summary>
        /// <remarks>Items that can only be modified until the instance is <see cref="Lock">locked</see> should call this method before changing the stored value.</remarks>
        /// <see cref="InvalidOperationException">The collection instance is locked for modification.</see>
        protected virtual void CheckLock()
        {
            if (this.IsLocked) throw new InvalidOperationException("The current list is locked for modification.");
        }

        #endregion

        #region IList Members

        public Boolean IsFixedSize
        {
            get { return this.IsLocked; }
        }

        Boolean IList.IsFixedSize
        {
            get { return this.IsLocked; }
        }

        public Boolean IsReadOnly
        {
            get { return this.IsLocked; }
        }

        Boolean IList.IsReadOnly
        {
            get { return this.IsLocked; }
        }

        #endregion
        
        #region IMutableLockingItem Members

        /// <summary>
        /// Indicates if the current instance is locked for modification.
        /// </summary>
        /// <value>True if the current instance is locked for further modification; otherwise false.</value>
        public virtual Boolean IsLocked { get; protected set; }

        /// <summary>
        /// Locks the current instance settings against further modification.
        /// </summary>
        /// <remarks>
        /// Multiple calls to this method will not raise an exception. Once locked, this instance will remain immutable
        /// for the remainder of the game.
        /// </remarks>
        public virtual void Lock()
        {
            this.IsLocked = true;
        }

        #endregion
    }
}
